Troops: Thalassian InquisitorsRaised from the Sunfury Spire, these men and women are the eyes and ears of Quel’Thalas. After the Scourge’s invasion and the wave of hunger, the Sin’dorei people fell into despair. The Inquisitors are well designed to root out the seeds of dissent and at time rebellion.Shadow Mastery:

While the Dawnmenders may bask in the light, the Inquisitors thrive in the dark. All assaults done by a Thalassian Inquisitor heals themselves for half the damage dealt.[list]

Shadow Mending[Passive]

Cost: 1 Commander PointBonus: Thalassian Inquisitors may choose to give their self healing from damage to another player instead.“The shadow can heal some but harm others. It’s just a flick of the wrist.”

Illythien Domination[1]

Cost: 2 Commander PointsBonus: Thalassian Inquisitors may attempt to dominate the mind of an enemy unit for a turn causing them to attack an enemy unit and move them into a new position. Cannot be used on bosses.“Favored by few, but respected by all, the shadow priests of House Illythien are branded by their affinity for possession.”-Lasrodin Illythien

Mass Dispel[1]

Cost: 1 Commander PointBonus: Thalassian Inquisitors may cleanse allied targets within a large explosion template and remove CC effects on them. They may also attempt to dispel an enemy target’s spellshield. “As a territorial creature, a faithful shadow priest never allows foreign influence to breach into the thoughts of their compatriots.” -Azriah Thelryn

Hero Mode:

Combatant [3]: +3 mod damage on all basic attacks and class abilities

[Passive]: Resourceful [Passive]: Grants an additional use to every class ability

Guardian [2]: + 10 health.

STATS

Health: 50 hp

Melee Attack: 1d16+5, crit on 10-13+6

Healing: 1d28+8*: crit on 20-28 +7

Diplomacy roll: 1d30>18 base. 3 DP health

Voidwraith attack: 2d10+3 - Crit on 8-10 +3

Movement: Walk: 30ft || Sprint: 50ft Melee||35ft

Perception: +55

Equipment:

One Handed Sword - Riposte [3]: Whenever attacked in melee, roll a 1d10 for riposte, if you roll a 6+ then you immediately counterattack your opponent for a normal melee roll.

Spell Shield - Spell-Barrier[1]: Add a spell barrier to self that absorbs 15 damage. Spell-Barrier lasts until it is broken. Can be used as an instant.

Channeling: A player may choose to channel a turn instead of casting an offensive spell. Your next offensive spell or ability will double in damage.Range: Base Class

Class Abilities: Priest

Arcanic Leap[2]: The mage blinks through time and space up to 10ft to evade danger or advance in battle. May be used as an instant.

Range: 10ft

Power Word Dominance[2]: The priest attempts to dominate the mind of an enemy target. The priest deals 1d28+8 damage and then gain dominion over the target's mind. Cannot be used on boss characters.

Shadowfiend [2]: The priest summons a cloud of shadow that coalesces into a horrifying creature to do the priest’s bidding. Shadowfiend hits for 2d10+4 per turn alongside main roll. Heals the priest for all damage dealt. Lasts for three turns.

Guardian of the Void[Passive]: The Nethermancer is granted a Voidwraith, a guardian that will fight at their side throughout the battle. Voidwraiths do not have HP but instead have a 55hp shield. Damage dealt recharges their shield. They cannot be healed. Not useable in Commander Mode.

Range: Self

Voidwraith attack: 2d10+3 - Crit on 8-10 +3.

Range: MeleeSame movement rules as the Nethermancer

Shadowy Veil[4]: The Nethermancer places a shadowy veil upon a target to prevent it from harm. The Nethermancer will roll 3d10+5 to add a shield upon the marked target. The shield lasts for 1 turn. Can be used as an instant.

Range: 30ft

Virtues

Race: Blood Elf

Arcanic Affinity: You have a +4 to Arcane based challenge checks.

Beautiful: Increases your character’s charm rolls by +2.

Background: Scholar

Alert: Increases your character’s perception rolls by +15.

Expert: Your character may choose to reroll any ability used in combat. They will keep the second of the two rolls. (Only once per event)

Free

Flight: Allows your character to cross over gaps and dangerous terrain without a physical challenge roll.

Earned

Adventurer: Allows the player to reroll an initiative roll once per event. They will keep the second of the two rolls.

Night Vision: Whenever your character is in an encounter where fog of war is present, their vision is increased by +2 and they gain +10 to perception.

Protector: Your character no longer has their movement hindered when carrying another player in a battlefield

Bought with Renown

Alchemist: Increases your potion slot by +1. (bought with renown)

Versatile: Your character may choose one ability from another base class. (bought with renown)

Bought with Vices

Agile: Increases your character’s Dueling Defense die by +2.

Lay of the Land: Increases your character’s perception rolls by +10. Allows them to reroll a perception roll once per event. They will keep the second of the two rolls.

Fencer: Increases your character’s Dueling Attack die by +2.

Companion [Aurelian]: Choose another player, when they are present, your character gains a +2 to all challenge rolls while they are on the map. (Does not work on pets)

Mystical: Your character has a +4 to all knowledge challenge checks

Inventive: Decreases the threshold of all challenge checks by -2.

Touched by Shadow: Your character has a +4 to all shadow based challenge checks.

Flaws:

Pariah [2]: - Whenever your character attempts to perform a social challenge check, they will have a +4 to their threshold if the character is the same race as they are and they take double the DP damage to social options against them.

Claustrophobic [I]: Whenever in a dungeon crawl your character has -2ft to their vision and -15 to their walk and sprint.

Shy [2]: Your character's social challenge rolls have a +2 threshold and DP damage against your character doubles its impact.

Dependent [2] [Aurelian]: (Must have companion as a prerequisite). Pick a non-pet character. If they do not attend an event or are wounded during an event, your character must roll 1d2, where a 1 is considered successful, each turn to prevent themselves from wallowing in loneliness. Your character's actions will also only deal half damage/healing while they are not present/wounded.

Frail [I]: - Your character has a +4 to wounds and suffers an +1 to wound duration.

Stubborn [I]: When using a social challenge against a character, you can only use that same social option against that character for the remainder of the event.

Can be thrown to heal 5d5+5 to all targets within a small explosion template. Also applies a Grace buff healing 1d5 for the next two turns. (Use a single dot roll to determine damage on all targets impacted.) Costs: 250g

Grants an additional turn in conjunction of the potion user’s turn. Windfury potions can only be used on other players. Cannot be used as an instant.

Revitalization Potion [1]:

Allows the resurrection of a fallen player. The player will roll 1d25+10 to determine their HP after being raised from defeat. Cannot be used as an instant. Fallen players cannot used Revitalization Potions on themselves. Adds a Diminishing Return debuff on the target character that lasts for the remainder of the event. A player can only take a single Revitalization Potion to an event.